Space Marine 2 Operations List: All 13 Missions by Setting
All 13 Operations as of Patch 14, grouped by planet and faction, with the boss or mechanic that decides each one and where to start.
Kadaku — Tyranids
Inferno. A refinery route with a trap to set against a swarm. The cleanest first Operation: simple objectives, a learnable path, and pressure that teaches the parry loop without stacking special rules. Decapitation. Bridge supports to rig, then the Hive Tyrant. A boss mission, so everything you know about parry timing gets tested in one arena. Termination. Built around artillery support against a large Tyranid threat. Later addition, and it expects a squad that already knows how to hold space. Purgation. A swamp mission around a Mechanicus facility with corrupted water, Tyranids, and Chaos rituals — the only Kadaku mission that mixes both factions.
Avarax
Ballistic Engine. A nova cannon warhead to move by rail, with vehicle and defence beats. Good second mission after Inferno. Vox Liberatis. Starts on Tyranids and moves into heretics and Thousand Sons. Longer than the Kadaku pair, and the point where bad spacing starts costing armour. Exfiltration. A rescue and extraction mission that ends with a Trygon. Vortex. A return to the Astropathic Relay with the Mutalith Vortex Beast as the main threat. Chaos, and the arena is the boss. Disruption. A Hive City mission with Cadian defence support that shifts into Thousand Sons fighting. Reclamation. A shipboard mission on a damaged Imperial cruiser above Avarax. Shifting objectives in corridors, which means no room to reset.
Demerium — Chaos
Reliquary. Tight catacombs ending in a Heldrake. The most punishing Thousand Sons mission for a squad that has not learned to watch angles. Fall of Atreus. Advance on a decommissioned battle barge and prepare the Sword of Atreus for launch. Slower, with heavy pressure on the objective steps rather than on a boss. Obelisk. A dark tomb mission tied to the Aurora device, with Thousand Sons pressure throughout.
What actually decides a mission
Not the faction label. Two things: how much open space the fight happens in, and whether the mission ends on a boss or on an objective hold. Open space plus ranged heretics is the combination that drains armour from angles nobody is watching; corridors plus a boss is the combination that punishes panic. That is why the Chaos missions feel harder than their enemy count suggests, and why a boss mission on Kadaku can be easier than a corridor mission on Demerium.
Where to start
Inferno, then Ballistic Engine or Decapitation. Do not jump straight into Chaos. The Operations mode guide covers the class lock and reward structure, the difficulty table covers what each threat level changes, and the enemy list is the reference for every unit on these maps.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- Warhammer 40,000: Space Marine 2 on Steam — patch notes, current season, and authoritative game data.